Like changing attack in response to your actions.

  • GoatSynagogue@lemmy.world
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    4 days ago

    The answer is still any enemy in F.E.A.R. It’s crazy that it’s been like 25 years and it’s still got the best A.I. ever put in a game.

    • Cyanogenmon@lemmy.world
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      3 days ago

      Recently replayed F.E.A.R. and can confirm. Holy hell the AI is legitimately impressive, especially for the time.

      That said, they still storm the same hallway I just threw a mine down in clear view of them. Well… there’s only like 15 mines total in the entire game.

      The AI can take you from full health to dead in about 3 seconds on normal difficulty.

      The mech suits can single-burst kill you with their attack.

      Lastly, that mission where you’re running along the rooftops with the soldiers shooting at you through the windows? Yeah I see that shit in my nightmares. Was too careless and got that checkpoint with no health packs and 35ish HP to my name.

  • Renacles@lemmy.world
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    4 days ago

    The Prowler in Doom Eternal is pretty impressive. For an enemy that is sneaky and teleports, he always makes sure he is somewhere in the corner of your vision so you don’t lose track of him.

    Add that to how doom enemies communicate to avoid attacking all at once, and you have a very interesting enemy.

  • datavoid@sh.itjust.works
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    4 days ago

    Haven’t played it much, but I’d assume there is some enemy in dwarf fortress with 30 years of development.

    • Echo Dot@feddit.uk
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      4 days ago

      It’s AI is actually really interestingly implemented. In most games involving stealth the AI knows where you are but is programmed to ignore you if you’re crouched in bushes or something. But in alien isolation it genuinely doesn’t know where you are, there is a master control AI that does no wjere you are and it directs the xenomorph to your approximate location, but then it has to use its AI to look for you.

      I’m not quite sure what the advantage of doing it that way is but it’s certainly an interesting approach. Of course it’s not an original approach, left 4 dead did it decades ago but it is rarely done this way.

      • themoken@startrek.website
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        4 days ago

        I’m not quite sure what the advantage of doing it that way is

        If I had to guess, it just kept the programmers from being super lazy about it. If the individual enemy AI doesn’t have exact coordinates of the player, it actually has to move around, search a space, potentially manipulate the environment, and possibly fail to find the player, versus doing what is effectively an idle animation while waiting for the player to step out of cover.

  • blindbunny@lemmy.ml
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    5 days ago

    Strelok from S.T.A.L.K.E.R.:Shadow of Chernobyl

    Misunderstood the assignment.

    A-Life from S.T.A.L.K.E.R.:Shadow of Chernobyl is pretty great. If you move from where you’re shooting at people and run around and shoot them from a different spot, if they didn’t spot you moving, they’ll be looking for you from the last spot they seen you. AND if one ai didn’t know where you’re at you’ll hear the ai with knowledge share that information. It’s kind of wild once you know how it works.

    I remember F.E.A.R. having a lesser version that worked better in rooms.

    Probably over rated but Metal Gear Solid had one that would clear rooms and search lockers

    I heard Selaco basically remade F.E.A.R. engine with extremely stylized graphics.

    Much lesser known is “The Signal From Tölva” you can listen to robots try to kill you like a group.

  • AstroLightz@lemmy.world
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    5 days ago

    Not necessarily smart, but very aware: a lot of NPCs in Red Dead Redemption 2.

    They’ll often comment about Aurther when his clothes are bloody, dirty, he has long facial hair, etc. One of the NPCs in your main camp will complain if you stay in the camp for a while.

    It really makes the world feel alive.

    • Lemmywinks@lemmy.world
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      4 days ago

      One of the NPCs in your main camp will complain if you stay in the camp for a while.

      This one annoyed me, to be honest. He’s like “Arthur, Arthur, you need to go out and earn some money for the camp!”, but when you look at the logbook most of the NPCs are bringing in about a dollar fifty per day in pocket watches and so on, whereas I’ve paid in over a thousand bucks in the past week and have singlehandedly bankrolled every single improvement to the camp since the game’s start. Ungrateful sons of bitches…

  • Björn@swg-empire.de
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    5 days ago

    Not sure if you’d count it as a boss but the Alien in Alien Isolation is pretty good.

  • Strider@lemmy.world
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    5 days ago

    The enemy behavior in FEAR was very good, especially in groups. They didn’t just attack bluntly from the front but also flanked you and other stuff.

    Maybe the memory is some nostalgia, but it was really good at that time.

  • 0li0li@lemmy.world
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    5 days ago

    Dreamrunners in DmC need to be opened up. They deny most moves unless you break their combos and don’t get greedy or they will counter hard. They feel scripted a bit tho.

    F.E.A.R. soldiers are quite intelligent. They will flank, retreat, suppress and hide. Still the best NPC enemies if you ask me.

    • Coelacanth@feddit.nu
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      5 days ago

      F.E.A.R. enemies are very good for their time period, but there’s also quite a lot of smoke and mirrors involved that make them appear much smarter than they actually are. The voice lines are a great example, making you think they’re actually much more coordinated and intelligent than they are. The combat arenas are also very deliberately designed in tandem with the AI, both to maximise the efficiency of the AI that exists, but also to give them a bunch of opportunities to do manoeuvres that were unusual for the time - again to further the illusion. Good examples are ledges they can jump over and windows they can smash. It’s a much less smart and dynamic AI than it appears, but these small interactions give the impression of a highly intelligent enemy that interacts with the environment a lot.

      They still do do some cool things sometimes though, like retreat and close the door behind them and wait in ambush.

      • KaChilde@sh.itjust.works
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        3 days ago

        The enemies in FEAR aren’t smart, they were just thoughtfully and meticulously designed in tandem with the levels to provide an experience that outshines most modern game design by miles.

        Huh?

      • 0li0li@lemmy.world
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        4 days ago

        Well, illusion or not, all I see today is zombies or monster rushing you or soldiers beelining to the objective and stopping to shoot.

        Find me better soldiers/bots to fight in single player games and you’ll make my day :)

        • Coelacanth@feddit.nu
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          4 days ago

          It was mentioned elsewhere but the S.T.A.L.KE.R. original trilogy and S.T.A.L.K.E.R. Anomaly has pretty good AI. I guess Clear Sky has a little too much grenade spam but Shadow of Chernobyl and Call of Pripyat both have good AI, though I haven’t sat down and made exact A-B testing with F.E.A.R… Anomaly has a bunch of mods too that make the AI even better.

      • LurkingLuddite@piefed.social
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        5 days ago

        That’s all videogame “AI”, though. It’s all basic algorithms that provide an illusion. That’s why it’s so great when they nail it.

        Hell, even the real “AI” like Claude is still just an illusion, and there are WAY too many dumbass ELIZA effect suffering motherfuckers on this planet…

        • Coelacanth@feddit.nu
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          5 days ago

          Yes of course, I’m not suggesting any video game has any sentient actual intelligence. I’m just using the old terminology where “AI” means “whatever controls enemy and NPC behaviour in the game”.

          My point is that even F.E.A.R.'s “Goal Oriented Action Planning” is much less sophisticated and complex than it first appears, thanks to excellent design and clever illusions.

  • amniotic druid@lemmy.world
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    5 days ago

    Far Cry 2 gets an honorable mention for scary realistic flanking and rush mechanics. Shame Ubisoft lobotomized them for the sequels.

  • Katana314@lemmy.world
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    5 days ago

    Two games I remember for having tons of interactions are Hitman (World of Assassination) and Breath of the Wild.

    It’s all a lot of preprogrammed, precise reactions you can count on, but they’re built to let the player schedule out specific ways of outsmarting enemies, and they’re made to sometimes be overwhelming in a straight, brute force fight.

    My favorite moment in Breath of the Wild was when I put a balloon on a piece of meat, blew it to the edge of a cliff, and all the Bokoblins saw it drop and followed it. Then I came out and blew them off the cliff.